SealOrder
They locked them in. You're going in after them.
A co-op horror extraction roguelite in VRChat. Break into a sealed hospital in the dark, wake the generator, grab what you can and get out before the road closes.
- Co-op, up to 8
- PC + VR
- Free on VRChat
- 24-minute raids
- Permadeath gear
Somebody sealed the doors. You open them.
The doors were sealed with people inside. Years later the power is dead, the locks are still holding, and everything that was left behind is still in there. So is whatever is left of the people.
You go in as a crew. Up to eight of you, one flashlight each. Pry the lockers, find the fuel, wake the generator, and choose your way out. What you carry out is yours. What you drop stays inside.
Four rules of the sealed sites
The dark is a resource you spend
The site is pitch black until someone restores power. Darkness wears on your nerve, and company and light steady it. Your battery, your flares and your crew are what keep you sane.
Every lock is a choice
Pick it quietly or break it loudly. Prying, rattling locks and running all carry. The husks hear you, and so does whatever else is in the building.
Not everything inside is a husk
Husks shamble, limp, lunge and grab. The bloater soaks up a beating and breaks bones. And each site has its apexes: one that stalks you and peeks round corners, one that hunts by sound.
Bring it home or lose it
Die and your gear stays in the site. The one thing you keep is your secure slot, sewn into your coat lining. Sell your haul, stock up at the outpost, level up, and go deeper.
How a raid works
Every run is the same clock and a different building. The power is the turning point: everything gets easier to see and much harder to survive.
- T-00:05
Ready up
At the outpost terminal. When everyone is ready the count starts. Anyone not ready stays home.
- T+00:00
Break in
Through the lobby glass. Outside is open ground, miles from home, so there is no walking back. The only ways out are the exits.
- T+00:30
Scavenge in the dark
Spread out. Pick lockers, pry cabinets, crack the secure cases. Fuel cans are tucked all over the site, and the generator needs them.
- T+12:00
Power on
Pour the fuel and wake the generator. The lights come up, the power-sealed rooms open, and the lockdown alarm calls every husk in the building. The lobby shutters drop behind you.
- T+18:00
Choose your way out
Four exits, each with its own catch. Pick one before the clock picks for you.
- T+24:00
The road closes
The truck makes one pass at the gate near the end. It never waits. Anyone still inside stays inside.
Four ways home
Every exit has a catch. Picking one is half the run.
Dock
Needs power. Loud and slow, but it takes everything.
Vent
Needs power. Tight: a weight limit applies.
Hatch
Costs a hatch key, and only one hatch is clear each run.
Road
One pass near the end. Be there or be left.
Go down and your crew can still get you up. Die, and everything you carried stays in the site, except whatever you put in your secure slot.
Alpha 0.20: the stalker, the bloater and a proper way in
- A raid terminal at the outpost: ready up, join a run in progress, or spectate a teammate on the big screen.
- Typed black-screen briefings on the way in, and a typed account of how you died on the way out.
- The stalker now follows you from a distance and peeks round doorways. Light it up and it runs, but it gets angrier.
- The bloater: a huge husk that soaks damage, breaks bones and grabs harder.
- Secure cases, a reworked lockpick, and a fuel pour that spills if you rush it.
Coming next: Survivor nameplates, class abilities and class items, and a full sound pass before the alpha.
Full devlogGo in after them.
Free on VRChat, on PC and in VR. Bring a crew, or find one in the outpost. Join the group to hear when the doors open.